Do you have a problem to build in webGL?

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rokawar
rokawar ✭✭
Hello,

I have started to rewrite my game and then to work directly with the photon WebGL (PUN-WebGL-1-50-3-r2787).

Some problems for me :

- You can't switch platform (exemple PC build for fast build and test).
- I have the following message when i try to build my WebGL project or the default photon project "UnusedBytecodeStripper2.exe did not run properly!", i have hear that maybe this problem come from unity. I have make some test and it seem to be that when i have the folder Plugins (below the Photon Unity Networking folder) i got this error, if i remove it and some other file, i can build.

Error Log :
 0.1 kb	 0.0% Assets/Photon Unity Networking/Demos/DemoSynchronization/CubeLerp.cs
 0.1 kb	 0.0% Assets/Photon Unity Networking/Demos/DemoHub/MoveCam.cs
 0.1 kb	 0.0% Assets/Photon Unity Networking/Demos/DemoHub/HubGui.cs
 0.1 kb	 0.0% Assets/Photon Unity Networking/Plugins/PhotonNetwork/Room.cs
 0.0 kb	 0.0% Assets/Photon Unity Networking/Demos/Demo2DJumpAndRunWithPhysics/Sprites/CharacterFrictionless.physicsMaterial2D
Invoking UnusedByteCodeStripper2 with arguments: -out "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed" -l none -c link -x "C:\Program Files (x86)\Unity 5 Final\Editor\Data\Tools\native_link.xml" -f "C:\Program Files (x86)\Unity 5 Final\Editor\Data\il2cpp\LinkerDescriptors" -x "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -d "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed" -a  "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" -a  "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" -a  "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" -a  "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\Photon3Unity3D.dll" -a  "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\websocket-sharp.dll"

Failed running C:\Program Files (x86)\Unity 5 Final\Editor\Data\Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe -out "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed" -l none -c link -x "C:\Program Files (x86)\Unity 5 Final\Editor\Data\Tools\native_link.xml" -f "C:\Program Files (x86)\Unity 5 Final\Editor\Data\il2cpp\LinkerDescriptors" -x "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -d "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed" -a  "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\Assembly-CSharp-firstpass.dll" -a  "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\Assembly-CSharp.dll" -a  "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\UnityEngine.UI.dll" -a  "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\Photon3Unity3D.dll" -a  "C:\Users\Roka\Desktop\PUN-WebGL-1-50-3-r2787\Temp\StagingArea\Data\Managed\websocket-sharp.dll"

stdout:

Fatal error in Mono CIL Linker

System.Exception: Error processing method: 'System.Void WebSocketSharp.Net.HttpListenerAsyncResult::complete(WebSocketSharp.Net.HttpListenerAsyncResult)' in assembly: 'websocket-sharp.dll' ---> Mono.Cecil.ResolutionException: Failed to resolve System.Boolean System.Threading.ThreadPool::UnsafeQueueUserWorkItem(System.Threading.WaitCallback,System.Object)

  at Mono.Linker.Steps.MarkStep.MarkMethod (Mono.Cecil.MethodReference reference) [0x00000] in <filename unknown>:0 

  at Mono.Linker.Steps.MarkStep.MarkInstruction (Mono.Cecil.Cil.Instruction instruction) [0x00000] in <filename unknown>:0 

  at Mono.Linker.Steps.MarkStep.MarkMethodBody (Mono.Cecil.Cil.MethodBody body) [0x00000] in <filename unknown>:0 

  at Mono.Linker.Steps.MarkStep.ProcessMethod (Mono.Cecil.MethodDefinition method) [0x00000] in <filename unknown>:0 

  at Mono.Linker.Steps.MarkStep.ProcessQueue () [0x00000] in <filename unknown>:0 

  --- End of inner exception stack trace ---

  at Mono.Linker.Steps.MarkStep.ProcessQueue () [0x00000] in <filename unknown>:0 

  at Mono.Linker.Steps.MarkStep.Process () [0x00000] in <filename unknown>:0 

  at Mono.Linker.Steps.MarkStep.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0 

  at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0 

  at Mono.Linker.Driver.Run () [0x00000] in <filename unknown>:0 

  at Mono.Linker.Driver.RunDriver (Mono.Linker.Driver driver) [0x00000] in <filename unknown>:0 

stderr:

Another question , why we need to use the Turnbased to run our WebGL?
That mean that if we have buyed a server license to run a loadbalancing by using the same code as Photon PUN, it will not work for the WebGl?

Maybe a new forum for the WebGL stuff only will be nice in order to be concentrated on it.

Have a good day.

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